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[3.0.3/3.0.4] Machine Block Orientation in tekkit 3.0.3


Question

Posted

Title: Machine Block Orientation in tekkit 3.0.3

Version: 3.0.3/3.0.4

OS: windows 7 ultimate 64 sp1

Java Version: You have the recommended Java installed (Version 7 Update 4).

Description of Problem:

Machine Block Orientation on smp tekkit only ssp tekkit its fine Phicaly there fine but visualy the skin rotates after chuck reloads see the pic if it loads right

2012-06-10_114026.png2012-06-10_114026.pngit is in the correct position but it visually off iron furnaces, extractor, macerators, and solars they all do it but work fine the only thing i can fine is that it's forge but the newest version of forge won't work with modloader since it has its own built in so do i need to replace both mincraft.jar and modpack.jar ??????

Error Messages:

none

Error Log:


 

Recommended Posts

  • 0
Posted

Are you running the Multiverse plugin? It's a known problem with that and IC2, if so. It's just cosmetic and it should still behave properly, but it is annoying and there's no fix that I know of.

  • 0
Posted

Are you running the Multiverse plugin? It's a known problem with that and IC2, if so. It's just cosmetic and it should still behave properly, but it is annoying and there's no fix that I know of.

I had the same problem, but in my case it was the MultiWorld plugin. I've disabled it and now the machines are properly oriented. Thank you very much!

  • 0
Posted

Are you running the Multiverse plugin? It's a known problem with that and IC2, if so. It's just cosmetic and it should still behave properly, but it is annoying and there's no fix that I know of.

Thank you. My next question is there a multivers type plug in that dont mess with IC2 skins?

  • 0
Posted

edit:

Since it is an IC2 bug, is there anyway an updated multiverse would be able to fix this problem? Is there someway to update IC2 on a Tekkit 3 server to fix this problem?

http://forum.industrial-craft.net/index.php?page=Thread&threadID=6480

and as they say Quote"

We don't support Bukkit. We also don't support Tekkit since it's the same thing. " so that like is of no use.

@OP - What rotation? The transformers look identical between the 2 pictures. ;)

not sur why is posted 2 pic frist time i have posted a pic

  • 0
Posted

I'm running Tekkit 3.0.4 with no additional mods and these plugins:

23:05:30 [iNFO] Plugins (64): mod_WirelessRedstoneAddons, mod_BuildCraftEnergy,

mod_RedPowerWiring, mod_BuildCraftCore, mod_ImmibisCore, Vault, Multiverse-Core,

mod_BuildCraftFactory, mod_NetherOres, dynmap, mod_TubeStuff, BasicMinerXP, Ope

nInv, mod_CCTurtle, mod_WirelessRedstoneRedPower, mod_IC2NuclearControl, mod_Com

pactSolars, mod_WirelessRedstoneCore, LagMeter, mod_IronChest, mod_IC2_ChargingB

ench, mod_MinecraftForge, WorldEdit, Towny, mod_RedPowerControl, Multiverse-Neth

erPortals, PermissionsEx, mod_IC2, Questioner, mod_RedPowerMachine, mod_BuildCra

ftBuilders, mod_RedPowerLighting, WorldGuard, mod_RedPowerWorld, MineBackup, mod

_ComputerCraft, iConomy, mod_BuildCraftTransport, TomabTime, mod_NotEnoughItems,

mod_PowerConverters, mod_AdditionalPipes, disablecraft, mod_Railcraft, mod_IC2A

dvancedMachines, BKCommonLib, mod_RedPowerCore, mod_RedPowerLogic, Modifyworld,

Herochat, mod_EnderStorage, mod_CodeChickenCore, Essentials, WorldBorder, ShowCa

seStandalone, Multiverse-Portals, Dynmap-WorldGuard, Register, HawkEye, Dynmap-T

owny, EssentialsSpawn, VanishNoPacket, LWC, Dynmap-HeroChat


 

Multiverse's "-version" output


[Multiverse-Core] Multiverse-Core Version: 2.4-b527

[Multiverse-Core] Bukkit Version: git-Bukkit-jenkins-CraftBukkit-98 (MC: 1.2.5)

[Multiverse-Core] Loaded Worlds: 6

[Multiverse-Core] Multiverse Plugins Loaded: 2

[Multiverse-Core] Economy being used: iConomy6

[Multiverse-Core] Permissions Plugin: Bukkit Permissions (SuperPerms)

[Multiverse-Core] Dumping Config Values: (version 2.9)

[Multiverse-Core]  messagecooldown: 5000

[Multiverse-Core]  teleportcooldown: 1000

[Multiverse-Core]  worldnameprefix: false

[Multiverse-Core]  enforceaccess: true

[Multiverse-Core]  displaypermerrors: true

[Multiverse-Core]  teleportintercept: true

[Multiverse-Core]  firstspawnoverride: true

[Multiverse-Core]  firstspawnworld: TekkitWorld

[Multiverse-Core]  debug: 0

[Multiverse-Core] Special Code: FRN002

[Multiverse-NetherPortals] Multiverse-NetherPortals Version: 2.4-b530

[Multiverse-NetherPortals] World links: {}

[Multiverse-NetherPortals] Nether Prefix:

[Multiverse-NetherPortals] Nether Suffix: _nether

[Multiverse-NetherPortals] Special Code: FRN001

[Multiverse-Portals] Multiverse-Portals Version: 2.4-b548

[Multiverse-Portals] Loaded Portals: 10

[Multiverse-Portals] Dumping Portal Values: (version 2.7)

[Multiverse-Portals]  wand: 271

[Multiverse-Portals]  useonmove: true

[Multiverse-Portals]  enforceportalaccess: false

[Multiverse-Portals]  portalsdefaulttonether:false

[Multiverse-Portals]  portalcooldown: 1000

[Multiverse-Portals]  clearonremove: false

[Multiverse-Portals] Special Code: FRN001

  • 0
Posted

I am also having the same problem, and I have tried various other plugins. I was about to post a topic on the General Tekkit SMP board, but I figured that the staff would prefer that I keep it to this topic.

Anyway, I looked up this problem on Google, various wikis, IC2 forums, and MC Port Central forums. Since Multiverse was usually mentioned, I tried other plugins since I figured Multiverse was bugged.

I've tried the following plugins:

Multiverse

Multiworld

MyWorlds

DimensionDoor

Wormhole X-Treme Worlds

They don't work. I have the same issue. I've tried remaking the server, messing with other plugins, and all kinds of stuff. No luck.

I know that there's some servers with IC2 that feature multiworld plugins. Are we doing something wrong, or do they just deal with the bugs? Anyway, I'd appreciate any further help.

  • 0
Posted

I'm running Tekkit 3.0.4 with no additional mods and these plugins:

23:05:30 [iNFO] Plugins (64): ... Vault, Multiverse-Core,

..dynmap, ... BasicMinerXP, OpenInv, ... LagMeter, ...WorldEdit, Towny, ...Multiverse-Neth

erPortals, PermissionsEx, ...Questioner, ... WorldGuard, ...MineBackup, ... iConomy, ...TomabTime, ...disablecraft,...Modifyworld,

Herochat, ...Essentials, WorldBorder, ShowCaseStandalone, Multiverse-Portals, Dynmap-WorldGuard, Register, HawkEye, Dynmap-T

owny, EssentialsSpawn, VanishNoPacket, LWC, Dynmap-HeroChat


 

 

[Multiverse-Portals] Special Code: FRN001

You have quite of list of additional stuff loaded on your server beyond a stock Tekkit install. Have you taken the obvious troubleshooting step of disabling plugins to try and determine if one of them are causing your issue?

  • 0
Posted

You have quite of list of additional stuff loaded on your server beyond a stock Tekkit install. Have you taken the obvious troubleshooting step of disabling plugins to try and determine if one of them are causing your issue?

Yeah. Multiverse.

Perhaps try running a clean Tekkit install with just multiverse to see if that can reproduce the problem?

I've given up on this for the moment though, as we're not in any dire need for additional worlds and removing Multiverse causes this problem to go away.

  • 0
Posted

Did you create the world in pre-tekkit load? I have the problem ONLY in my flat world that was created before i loaded Tekkit in it. I created a new flat world and it didn't have the issue.

One thing that might be a possibility at least to me, that if you're loading tekkit onto an exisiting vanilla map load, it will have this issue. Thoughts?

  • 0
Posted

I did it with a Tekkit-server-generated world, and with a Tekkit world generated by MultiVerse, and one by TerrainControl via MultiVerse. Problem persists, as far as I can tell.

  • 0
Posted

Bukkit has done 3 updates since the current tekkit was released. What's stopping Tekkit to update to the lastest version of bukkit? All the plugins so far work fine with the current tekkit version so I don't understand why tekkit can't as well. I think a lot of bugs (including heads being misoriented on characters) would be fixed with a simple rebuilt of the latest tekkit build to the current R4 release for bukkit.

  • 0
Posted

PFFFFFFF this think is so stupid i wanna fix this stupid turns -.- when ill be out the next update/fix ? wich group implement bug fix / update bukkuit rel?

ty however :/

  • 0
Posted

PFFFFFFF this think is so stupid i wanna fix this stupid turns -.- when ill be out the next update/fix ? wich group implement bug fix / update bukkuit rel?

ty however :/

Could you repost in English please? I have no idea what this is and you aren't doing justice to the post by speaking whatever the hell that is...

  • 0
Posted

I've been stewing over this response since last week...how exactly does this help me? What do I do with the updated bukkit files to update Tekkit? This response seems to be more or less a "If you don't like it you can suck my dick" kind of response. If you'd like to suggest this as a true solution, please provide detailed instructions on how to do this. Thanks.

  • 0
Posted

You asked about the updates, and wondered why tekkit team didn't do it. I gave you a link. I do not work for you or them, I am not here to solve your problems for you. This response was more of a 'here's a helpful hint'.

Take your rude attitude and stuff it somewhere. Maybe next time try asking 'how do I do that' instead of this uncalled for BS.

  • 0
Posted

"If you'd like to suggest this as a true solution, please provide detailed instructions on how to do this. Thanks."

I'm sorry, next time I won't use please and thanks in my response to you. Clearly you don't deserve that kind of response...

No. What you gave me was a link to something that was not the answer to my question. Don't get all high and mighty with me. Your "help" was no help at all. A link to a wiki response as to why they haven't updated to r4 yet would have been far more helpful since that's the question I asked. I merely wanted to know what the reasoning was behind the fact that they haven't already done it. If something was stopping them from doing it or if it was a lack of time to do it and they haven't got around to it, or maybe there was some back end development version that was in the works that I could use instead was all I wanted to know.

What you gave me was a "shut the hell up" or "if you think you can do better do it yourself" response to a valid suggestion. I was not rude with my requests nor my statements. I stated the facts and asked a question. You responded rudely to it.

That is the reason I responded to you in kind. This was not my thread initially. I was merely stating I had the same problem as others and I was offering up a suggestion to the authors for a solution. I even offered up some suggestions that I had tried to use to fix it as well to the initial author which didn't help him. If I knew how to update tekkit myself I wouldn't have posted here as a suggestion, i would have linked my repository for the author and said "here, use this version of the server software and see if it helps you."

So, how do I do that?

  • 0
Posted

Btw, i did confirm that it is the multiverse-core plugin on my server that causes the issue. If I had a way for /warp <world> to work then we'd be set. When i disabled multiverse-core all the machines turned right, but when I went to switch between worlds it said "world not found". So i have to have it enabled to get between the worlds.

Also it should be noted that when you have an MFE or transformer, it turns those as well and when it does the MFE and transformers do not operate properly. So it is not JUST a skin turn, it's a physical turn of the item. Stuff like furnaces and such aren't an issue because they work from any side and angle. However, an MFE is required to have that output port on a specific side, also the transformers do not operate as well because their inputs are also turned. Your best bet is to orient those objects in the down position and hook them up accordingly if you use multiple worlds. However, i think we should move this back into a "please fix this" issue because it does effect how things operate. It's not a harmless skin texture issue as I initially thought.

I'd take this personally to the multiverse developers but since other people have confirmed it's not just the multiverse plugin, I don't believe it is their problem alone. The IC2 folks may be to blame on this, but I really don't know. If developer versions are doing this as well, then clearly updating to R4 on bukkit won't help either, but I'd like to be able to confirm that at least. Again, if anyone knows where to get R4 or R4.1 developer links for tekkit server, please forward the links and I'll be happy to test it out.

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